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-rw-r--r--core/math/vectors.hh47
1 files changed, 47 insertions, 0 deletions
diff --git a/core/math/vectors.hh b/core/math/vectors.hh
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+++ b/core/math/vectors.hh
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+#ifndef CORE_MATH_VECTORS_HH
+#define CORE_MATH_VECTORS_HH 1
+#pragma once
+
+#include "core/math/concepts.hh"
+
+// core/vectors.hh - because NO ONE would POSSIBLY
+// need integer-based distance calculations in a
+// game about voxels. That would be INSANE! :D
+
+namespace math
+{
+template<math::Arithmetic T>
+constexpr static inline const T length2(const glm::vec<2, T>& vector);
+template<math::Arithmetic T>
+constexpr static inline const T length2(const glm::vec<3, T>& vector);
+template<math::Arithmetic T>
+constexpr static inline const T distance2(const glm::vec<2, T>& vector_a, const glm::vec<2, T>& vector_b);
+template<math::Arithmetic T>
+constexpr static inline const T distance2(const glm::vec<3, T>& vector_a, const glm::vec<3, T>& vector_b);
+} // namespace math
+
+template<math::Arithmetic T>
+constexpr static inline const T math::length2(const glm::vec<2, T>& vector)
+{
+ return (vector.x * vector.x) + (vector.y * vector.y);
+}
+
+template<math::Arithmetic T>
+constexpr static inline const T math::length2(const glm::vec<3, T>& vector)
+{
+ return (vector.x * vector.x) + (vector.y * vector.y) + (vector.z * vector.z);
+}
+
+template<math::Arithmetic T>
+constexpr static inline const T math::distance2(const glm::vec<2, T>& vector_a, const glm::vec<2, T>& vector_b)
+{
+ return math::length2(vector_a - vector_b);
+}
+
+template<math::Arithmetic T>
+constexpr static inline const T math::distance2(const glm::vec<3, T>& vector_a, const glm::vec<3, T>& vector_b)
+{
+ return math::length2(vector_a - vector_b);
+}
+
+#endif // CORE_MATH_VECTORS_HH